House Rules (Lost Lands): Difference between revisions
No edit summary |
|||
(8 intermediate revisions by the same user not shown) | |||
Line 2: | Line 2: | ||
This page is the official determinant of house rules and is the ultimate authority when resolving disputes. Feel free to propose new rules to the DM during or outside of a session. Additional house rules, or changes to existing house rules, must first be agreed upon by the whole party and the DM before being enacted. | This page is the official determinant of house rules and is the ultimate authority when resolving disputes. Feel free to propose new rules to the DM during or outside of a session. Additional house rules, or changes to existing house rules, must first be agreed upon by the whole party and the DM before being enacted. | ||
== Leveling Up == | |||
Milestone leveling will be used for the Lost Lands campaign. This means that the players will not accumulate experience points (XP), but will level up at specific intervals determined by the DM. Between these intervals, players will periodically receive magic items, allies, and bonuses to reward their efforts. | |||
== Session Log Bonus == | |||
<s>Every player who writes a recap of the previous game session and sends it to the DM gets an additional Inspiration point for their player character. Players can choose to write the recap as an objective retelling of events, or ''in-character'' as their player character.</s> | |||
== Critical Hits == | == Critical Hits == | ||
Line 9: | Line 15: | ||
## If the attack roll doesn't deal damage, then any bonuses are at the DM's discretion. | ## If the attack roll doesn't deal damage, then any bonuses are at the DM's discretion. | ||
# OR describe how you would like to attack your enemy in a cool and novel way. The DM will then roll for an additional negative effect, or prompt the player for an additional roll for this effect. | # OR describe how you would like to attack your enemy in a cool and novel way. The DM will then roll for an additional negative effect, or prompt the player for an additional roll for this effect. | ||
## ''For example, [[Roderick Kenneth Williamson|Roderick]] rolls a 20 on his attack roll against a [https://www.5esrd.com/database/creature/velociraptor/ velociraptor]. He says he wants to putt the small dinosaur like a golf ball | ## ''For example, [[Roderick Kenneth Williamson|Roderick]] rolls a 20 on his attack roll against a [https://www.5esrd.com/database/creature/velociraptor/ velociraptor]. He says he wants to use his warhammer to putt the small dinosaur like a golf ball. The DM then prompts Roderick to roll a Strength or Dexterity check (player's choice). If he rolls high enough, after sending the dinosaur into the air with a golf club, he hits a nearby assassin on the head with this dinosaur.'' | ||
== Permanent Injuries == | |||
When a character drops to 0 hit points but isn't killed outright, they must roll a d20 on the Lingering Injuries Table in the 2014 5e Dungeon Master's Guide to determine the nature of a permanent injury to their character. | |||
== | == Taking 10 == | ||
If a player doesn't want to roll an ability check requested by the DM, and they are not under time constraints or highly stressed (such as during combat, a chase, etc.), they can elect to instead add 10 to their ability modifier. This does not guarantee a success, but can make the outcome more predictable if a player has a high skill. |